Flinching Like a Boss!

Hello Somogon. My name is Its_me_Santi and here is my RMT!


Team Building


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The basis of this whole team is Jirachi. I wanted to play a Scarfed Jirachi to Outspeed and PermaFlinch as much as possible. The entired team is build arround this idea.

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My first though was: "If I have to play a max Atk-Spe Jirachi I will fail miserably to Phisical Walls". Here is where TOgekiss comes in. He is the Special variant of Jirachi with very simmilar moves and goals.

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Having the core of my build set, I added my first support Pokemon, Hippowdon. He does 3 things very well. First, he is an amazing lead and Stealth Rock setler thanks to his mixed wall abilities. Second, he shut downs most metagame decks thanks to the combination of his type, his entry hazard and the weather. Slow and permanent Sandstorm shut downs Sun and Rain opponents, while Stealth Rock and his ability to dodge VoltSwitch shut downs VoltTurn opponents.

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Then I realized Entry Hazards was the best way to help my flinchers. Residual damage from Sandstorm, entry hazard damage as well as Toxic puts a HUGE ammount of pressure on the opponent who cant rely on "waiting until he miss the flinch". Roserade is the best Toxic Spike abuser in the game thaks to Sleep Powder so I decided to include him.

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I though "I need Spikes and Rapid Spin" so I added Forretress. But he didnt do well at all, so I removed him shortly after.

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I added Skarmoy on Forretress place. The synergy between Hippodown and Skarmory is amazing. Both can place Spikes/Rocks on the board and tank a lot of damage. They can also hit hard with their STAB moves or Roar/Whirlwind forcing them to take entry hazard damage as well as disrupting set ups.

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Having the 3 entry hazards on my team a Spin Blocker was mandatory. Jellicent was choosed because of his amazing synergy with Hippodown.

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Jellicent completely lack of Speed made me remove it in order to bring something that can outspeed any Taunt user with a Taunt of his own, Sableye. He can also wall almost anything thanks to the combination of ability, types, moveset and EVs.

Le Team

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Hippowdon
Sand Stream - Calm - Leftovers
252 HP - 252 SpD - 4 Def
Earthquake - Roar - Slack Off - Stealth Rock
Hippowdown is my lead, and he is a pretty good one. Slow Sand Stream is a huge pain in the ass for weather based teams. He is also very bulky and has access to Slack Off which means is very difficult to take down, specially with this mixed wall set. He is my Stealth Rock setler. STAB Eartquake is there to make some serious damage here and there while Roar is there to avoid been seted up aswell as to force them to take entry hazard damage.

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Skarmory
Sturdy - Impish - Leftovers
252 HP - 252 Def - 4 Atk
Brave Bird - Whirlwind - Roost - Spikes
Skarmory functions simmilar to Hippodown. He is a huge phisical wall with access to Spike (instead Stealth Rock), Roost (instead Slack Off), Whirlwind (instead Roar) and a strong STAB move to make some damage here and there.

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Roserade
Natural Cure - Timid - Black Sludge
160 HP - 108 SpD - 240 Spe
Leaf Storm - Hidden Power [Fire] - Sleep Powder - Toxic Spikes
My third entry hazard setler is Roserade. The combination of Speed, Sleep Powder and Toxic Spikes helps setting badly poison hazards effectively without lossing Roserade in the process. STAB Leaf Storm helps taking down Politoed as well as Rotton-W while Hidden Power Fire helps taking down most steel pokemons who resist the poison and walls my flinchers. He is also specially effective as walling Ferrothorn since I can swith into Leech Seed and 2HKO the Ferrothorn.

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Sableye
Prankster - X - Leftovers
252 SpD - 240 HP - 16 Def
Foul Play - Taunt - Recover - Will-O-Wisp
With 3 entry hazards setlers a Rapid Spin blocker is needed. Sableye can do multiple things for this team. On one side, he can switch and block Rapid Spin as well as Psychic, Fight and Normal moves. He can also criple sweepers with Will-O-Wisp as well as walls with Taunt. He can of course stall with priority Recover in order for Toxic or Burn to take them down. And, more importantly, he kill Starmie reciving almost no damage in the process.

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Togekiss
Serene Grace - Modest - Choice Scarf
252 Spe - 252 SpA - 4 HP
Air Slash - Fire Blast - Aura Sphere - Trick
Togekiss is one of my 2 boss Flinchers. Once I lost my 4 pokemons and their entired team is crippled I send him and start flinching the fuck out of them with my STAB Air Slash and max Speed thanks to Scarf. Fire Blast and Aura Sphere are there to take down their Steel walls and Trick is there in case I can make their pokes useless with Scarf (or in case I need to get ride of Scarf).

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Jirachi
Serene Grace - Adamant - Choice Scarf
252 Spe - 252 Atk - 4 HP
Iron Head - Fire Punch - U-turn - Trick
Jirachi is simmilar to Togokiss but he is more of a physical flincher. He also gomes in during late game and uses Iron Head to flinch his way out. Fire Punch allows me to take down steel walls and U-Turn helps using Jirachi as a revenge killer during mid game without the fear of been revenge killed. And, like Togekiss, Trick is a must in case I need to get ride of the Scarf or if I find something I can cripple with it.

Suggestions Are Welcome!

Current Record: 9 - 0
 
Why do you have 3 different different entry hazard set-uppers? I know you won't necessarily be trying to bet all 3 sets down each game, but it strikes me that something that can do 2 sets can catch an opponent off guard.

I'm also surprised you don't have Dragon Tail/Circle throw to throw off Taunt users.

Seems like an inpleasant team to play against, but it seems fairly decent. But taunters and encore users really hurt your game I would think.
 
Spreading hazards with different stuff seems like a good idea to me. If one faints, he could still set hazards. However, I noticed a strong weakness to fire, ice and electric. If you really won 6-0, that is pretty good so far. Keep up the good work.
Also, I thought your team was based on paraflinching at first...oh, well.
 
Also, the team seems pretty defensive physically, but what about specially? Trick to cripple two opposing Pokemon seems awesome, but if you really want to base your team on flinching, I recommend thunderwave on both Jirachi and Togekiss instead. If the opponent outspeeds you, you can't flinch them, right?

Giving us the EVs for the last 3 members of your team could also help our rate.
 
So far it looks like you have a great defensive team in the making. It looks good so far, but I have a few small changes I would make if I was using this team.

The first change I would make is change both Roserades move set slightly and change its EV's. While others will be inclined to disagree with me, I suggest running Giga Drain instead of Leaf Storm. Leaf storm will prevent you from breaking up scizor wash as easily as you could with Giga drain due to the special attack drop. The special attack will prevent you from killing scizor with hp fire if scarf Rotom-w volt switches to scizor as you use leaf leaf storm. I also would reccomended changing the EV's spread to make her much bulkier. I'm guessing you are using the speed EV's to outspees max speed rotom-w (if you could explain that would be very helpful.

The second change I would make would be putting Taunt over scald on Jellicent. The targets that scald is used for aren't going to be in front of you when using the sp. def EV's spread (think gyarados/scizor). The reason I kept shadow ball is that it allows you to hit Latios/starmie pretty hard. Taunt will let you shut down stall completely in tandem with the two-scarfers (Jellicent will act as the stallbreaker). Jellicent should be able to stall break pretty well since Roserade will be able to absorb opposing Toxic Spikes.

Maybe change fire blast to flamethrower, but that is only my preference to accuracy.

The last two changes I would make would be changing Jirachi'snature to being jolly instead of adamant replacing U-turn with Ice-Punch. Your team looks very sceptible to Latios. While Jellicent could handle most, many do carry thunderbolt/thunder (almost all carry surf so hippowdon is out of the question). Ice punch will allow you to smack Latios with a surprise if you bring him in on a dragon move the first time. Most of your team mates don't have the offensive reserve to benefit from u-turn anyway. Ice punch will definitely patch up your Latios issue (as well as hit a myriad of other threats as a scarfer.

Overall great team!

Edit: I forgot to state why you should change to jolly! In OU, there werent many Pokemon in the base 100 tier that had a paticularly large amount of popularity and even rarer still were scarfers from that speed tier (partially has to do with landorus). However, now Salamence has gained a huge amount of popularity because of Moxie, in paticular his ,ost popular set, Choice scarf Moxie Mence. However, all of these salamences run an adamant nature, meaning if you ran a jolly nature you could outspeed all of them and smack them with an Ice Punch (which is the other big reason to use ice punch over u-turn).
 
Nice Team! I dislike the fact that you have two choice scarf users, maybe one of them can be a paraflincher, But you can keep it if it works for you. A rapid spinner might be nice too, for togekiss. Like what ThePillsburyDoughBoy said, latios is a big threat! make sure you counter that too.
 
Why do you have 3 different different entry hazard set-uppers? I know you won't necessarily be trying to bet all 3 sets down each game, but it strikes me that something that can do 2 sets can catch an opponent off guard.

I'm also surprised you don't have Dragon Tail/Circle throw to throw off Taunt users.

Seems like an inpleasant team to play against, but it seems fairly decent. But taunters and encore users really hurt your game I would think.
I find almost impossible to be able to set up SR + 2 Toxic + 1-3 Spikes with 1 or 2 pokemons.

I dont relay on the hazard itself THAT much to be shut down by Taunt. Also, the only one who may get Taunted are Skarmory and Hippodown and they can hit hard under Taunt regardless. It would be really difficult to Taunt Roserade thanks to his Spe (I mean, by the time he is Taunted the opponent will be either sleep or already have the Toxic Spikes up).

Taunt and Encore dont hurt that much. Specially Encore since I can continue droping the 2 Toxic / 3 Spikes or just switch to the next one / a wall.

Spreading hazards with different stuff seems like a good idea to me. If one faints, he could still set hazards. However, I noticed a strong weakness to fire, ice and electric. If you really won 6-0, that is pretty good so far. Keep up the good work.
Also, I thought your team was based on paraflinching at first...oh, well.
Thanks.

Hippo can tank Electric while Jellicent can tank Fire. Jirachi can tank Ice up to some point but Ice is way to good as an offensive type. Im happy with the diversity of types offensively and defensively regardless.

Is a very different strategy than ParFlinch. That is usually done by a single pokemon, not a team strategy at all. Also, it conflicts with the Hazard engine (Toxic Spikes mostly) and it doesnt let me play Scarf. It also needs a turn to set up (in this case I dont, I aim for hazards and a crippled opponent team but I can perma-Flinch with a little luck and take down everything minus a few Scarfed pokes like Starmie (who rarely plays Scarf), Alakazam and Jolteon. Also Priority.
Also, the team seems pretty defensive physically, but what about specially? Trick to cripple two opposing Pokemon seems awesome, but if you really want to base your team on flinching, I recommend thunderwave on both Jirachi and Togekiss instead. If the opponent outspeeds you, you can't flinch them, right?

Giving us the EVs for the last 3 members of your team could also help our rate.
Roserade and Jellicent are my special walls. Skarmory and Hippo are my physical walls.

If I add Thunder Wave I would have to remove both Scarf and Toxic Spikes from this team. Furthermore, it would force my boss pokemons to set up for 1 turn vs every opponent making them extreamly vulnerable. It would also not solve the problem vs Priority. In return I get +15% flinch ratio (the 25% from prz becomes 15ish efectively) and it can outspeed "everything".

This is the real list of things WITH SCARF (nothing without a Scarf can outspeed me) who can outspeed me:

Jolteon - Cant Thunder Wave
Alakazam - I would rather 1HKO than ParaFlinch
Dugtrio - I would rather 1HKO than ParaFlinch
Starmie - ParaFlinch is better vs him
Tornadus - Cant outspeed Prankster regardless
Espeon - Cant Thunder Wave
Gengar - He doesnt plays Scarf and if he do I would rather 1HKO than ParaFlinch
Latias - ParaFlinch is better vs him
Latios - ParaFlinch is better vs him
Infernape - I will probably die in the turn I set up the Thunder Wave
Terrakion - I will probably die in the turn I set up the Thunder Wave
Virizion - ParaFlinch is better vs him
Mienshao - I will probably die in the turn I set up the Thunder Wave
Landorus - Cant Thunder ave

Starmie only plays Scarf 9.36% of times. Furthermore, she will most likely be dead by late game since they will most likely send her in early/mid game to counter my hazards.
Latios only plays Scarf 24.34% of times. Furthermore, he will most likely kill me in the turn I set up regardless.
Latias is almost an underused pokemon (3.54% apparence ratio) and only plays Scarf 6.85% of times.
Virizion is also almost an undersued pokemon (2.64% app ratio) and only plays Scarf 0.58% of times.

As you can see, ScarfFlinch is way better than ParaFlinch.

Also, my bad on the EVs. Didnt realized it. I fixed it.
Poison Spikes kind of ruin Thunderwave-flinch as a strategy.
Indeed. It is one of the 3 reasons I play Flinch instead ParaFlinch.
Choice scarfs also ruin flinching, but you still have it. :D
Yes. It is one of the 3 reasons I play Flinch instead ParaFlinch.

So far it looks like you have a great defensive team in the making. It looks good so far, but I have a few small changes I would make if I was using this team.

The first change I would make is change both Roserades move set slightly and change its EV's. While others will be inclined to disagree with me, I suggest running Giga Drain instead of Leaf Storm. Leaf storm will prevent you from breaking up scizor wash as easily as you could with Giga drain due to the special attack drop. The special attack will prevent you from killing scizor with hp fire if scarf Rotom-w volt switches to scizor as you use leaf leaf storm. I also would reccomended changing the EV's spread to make her much bulkier. I'm guessing you are using the speed EV's to outspees max speed rotom-w (if you could explain that would be very helpful.

The second change I would make would be putting Taunt over scald on Jellicent. The targets that scald is used for aren't going to be in front of you when using the sp. def EV's spread (think gyarados/scizor). The reason I kept shadow ball is that it allows you to hit Latios/starmie pretty hard. Taunt will let you shut down stall completely in tandem with the two-scarfers (Jellicent will act as the stallbreaker). Jellicent should be able to stall break pretty well since Roserade will be able to absorb opposing Toxic Spikes.

Maybe change fire blast to flamethrower, but that is only my preference to accuracy.

The last two changes I would make would be changing Jirachi'snature to being jolly instead of adamant replacing U-turn with Ice-Punch. Your team looks very sceptible to Latios. While Jellicent could handle most, many do carry thunderbolt/thunder (almost all carry surf so hippowdon is out of the question). Ice punch will allow you to smack Latios with a surprise if you bring him in on a dragon move the first time. Most of your team mates don't have the offensive reserve to benefit from u-turn anyway. Ice punch will definitely patch up your Latios issue (as well as hit a myriad of other threats as a scarfer.

Overall great team!

Edit: I forgot to state why you should change to jolly! In OU, there werent many Pokemon in the base 100 tier that had a paticularly large amount of popularity and even rarer still were scarfers from that speed tier (partially has to do with landorus). However, now Salamence has gained a huge amount of popularity because of Moxie, in paticular his ,ost popular set, Choice scarf Moxie Mence. However, all of these salamences run an adamant nature, meaning if you ran a jolly nature you could outspeed all of them and smack them with an Ice Punch (which is the other big reason to use ice punch over u-turn).
First of all, thanks for the comment :)

Roserade vs Rotom-W: I used to play GigaDrain but I removed it for LeafStorm for this reason:
Roserade's speed: 300.
Non-Scarf Rotom-W max speed: 298
4 SpA Roserade's Giga Drain vs 4 SpD Rotom-W: 62.2% - 73%
4 SpA Roserade's Leaft Storm vs 4 SpD Rotom-W: 141.9% - 167.6%
4 SpA Roserade's Leaft Storm vs 252 SpD 252 HP Rotom-W (ridiculous build): 90.8% - 107.2%

This way I can use all the EVs that would otherwise go to SpA into bulkiness. YES, I do lose SpA, but honestly, I can just Sleep and switch, or Sleep Toxic Toxic die/switch, etc. I dont really need much SpA since I dont beat multiple pokemons.

Taunt on Jellicent: I used to have Taunt on Jellicent but I remove it because of his horrendus speed. I think Taunt's potential comes when you can Taunt their first non-damaging move. It looks like a bad variant of Whirlwind when you go second. Scalad is (imo) his worst move, but it provides two things:
1) When they send their Persuit TTar on my Jellicent I can Scalad for 35% of their HP so Jirachi can 1HKO them with a single Iron Head.
2) Heatran is a ridiculous pain in the ass. Scalad can 2HKO offensive Heatran, 2HKO 252 HP or SpD Heatran under Stealth Rock and 3HKO 252 HP 252 SpD Heatran without Stealth Rock.

Flamethrower vs Fire Blast: I would agree with you most of the times, but in this case, since I have Scarf, I would rather be locked into Fire Blast rather than Flamethrower since, after the first one is dead, the next one will probably not be weak to fire and I would rather have a move that is more capable to give me a 2HKO than one that woul give me a 3HKO.

Ice Punch over U-Turn on Jirachi: I dont understand this. U-Turn vs Latios hits for 40.5% - 47.8%. Ice Punch vs Latios hits for 43.2% - 51.2%. Both are 2HKO under Stealth Rock. You could say I cant abuse the switch, but I can. I would rather sacrifice any of my pokemon for the oportunity of Latios not 1HKOing the only pokemon who can 2HKO him.

Salamence thing: I didnt remembered playing vs that set so I searched for it. Salamance is seen 1 out of 10 games and that set is played in 1 out of 3 games which means that would happen 1 out of 30 times :P And even if that happens I can always hope for a lucky speed-tie win hehe is 50/50 regardless :P I will keep my eye on that tho.

Nice Team! I dislike the fact that you have two choice scarf users, maybe one of them can be a paraflincher, But you can keep it if it works for you. A rapid spinner might be nice too, for togekiss. Like what ThePillsburyDoughBoy said, latios is a big threat! make sure you counter that too.
Not sure how I can counter Latios tbh.

However, he is seen in 1 out of 10 teams and plays Scarf 1 out of 4 times which means he is only a problem 1 evey 40 games. I can always hope to PermaFlinch him to death when he doesnt have Scarf lol.
 
I find almost impossible to be able to set up SR + 2 Toxic + 1-3 Spikes with 1 or 2 pokemons.
Given the sheer number of teams with triple flying/levitaters, I don't see why you'd want to.
Generally speaking, you set up SR, then 1 layer of Toxic Spikes, then you can go gaga on spikes.
I dont relay on the hazard itself THAT much to be shut down by Taunt.
You have 3 different pokemon devoted to laying hazards - 4 if you count Jellicent as a blocker. So with 2/3rds of your team devoted to the strategy, I would think folding to taunt is a bad idea.
Also, the only one who may get Taunted are Skarmory and Hippodown and they can hit hard under Taunt regardless.
If they taunt you, you've got to switch and they have a free turn to half KO what comes in. Or just kripple it.
It would be really difficult to Taunt Roserade thanks to his Spe (I mean, by the time he is Taunted the opponent will be either sleep or already have the Toxic Spikes up).
?
Roserade has a base speed of 90 and an accuracy on his sleep move of 75%. There is no way in which you're not just exagerating because you don't want to talk about it.

If you don't mind losing to taunt, fine. Say so.
Taunt and Encore dont hurt that much. Specially Encore since I can continue droping the 2 Toxic / 3 Spikes or just switch to the next one / a wall.
We've already established you have a significant weakness to taunt.

Encore, really, depends on whether your opponent's dragon/Sweeper/etc. is fast enough to 2HKO whatever switches in. I bet it is.
 
Hey nice team i love the concept! i havent got time for a full rate because i am on my phone but have you tried kings rock on togi and rachi? it wilp increase there flinch ratio by heaps!
 
Updated Record (9-0 so far). Also, changed Roserade's EVs distribution sightly (to be able to outspeed non Scarf/Jolly Landorus.

Im testing Sableye over Jellicent. Jellicent completely lack of speed is underwhelming. Not to mention the most common Water poke is currently Rotom-W and he can outspeed Jellicent and hit him for super effective if I switch in to absorb the Hyper Pump targeted to Hippodown.

@labarith: I will test Priority Taunt by Sableye and see what happens. Thanks for the help.

Hey nice team i love the concept! i havent got time for a full rate because i am on my phone but have you tried kings rock on togi and rachi? it wilp increase there flinch ratio by heaps!
King's Rock increases the Flinch ratio effectively by 7ish%. I dont think is worth to run it over Scarf tbh.
 
Isn't King's Rock banned? Also, why are you running a Calm nature on Hippowdon? That lowers its attack, and Careful is better. Run Jolly and Timid on Jirachi and Togekiss, and move Togekiss's 4 HP to Defense to have an extra Stealth Rock switch in.

I can see this team having quite a problem against Heatran because only Hippowdon and Togekiss (the latter requiring hazards up to 2-3HKO specially defensive Heatran, after Protect while offensive Heatran isn't OHKO'd after hazards damage) can take it out, and Hippowdon, after hazards damage, is 2HKO'd by non LO Timid Fire Blast. Life Orb is always a 2HKO. In fact, Torment Tran, seldom seen, runs all over this team. Jirachi and Togekiss will struggle on the turn Heatran uses Protect, and Hippowdon can't do anything back after Protect. Roserade, Hippowdon Skarmory and Sableye also can't do much back but the latter can taunt it, though it will take quite some damage in the process. Heatran can also get a Flash Fire boost fairly easily against you, and that would destroy pretty much everything on your team, even Hippowdon. Tyranitar could work in its stead since it is a great counter to Heatran, even though the lack of recovery can hurt.

Additionally, this team is fairly weak to hazards. Skarmory doesn't really care, but the rest of your team will. Jirachi and Roserade fall to spikes damage and stealth rock but don't care about Toxic Spikes. Togekiss is weak to Stealth Rock, and Hippowdon and Sableye are crippled by Toxic Spikes, Spikes and SR. This is fairly important since Jirachi and Togekiss will likely switch a lot. I can see Magnezone also giving problems to this team if it catches Jirachi or Togekiss on the wrong move.

Finally, SD Lucario can also run all over this team no problem. Hippowdon, and Skarmory are OHKO'd by +2 Close Combat, Roserade and Togekiss can't take a +2 ExtremeSpeed and the former can't flinch it. Sableye can burn it, but after prior damage, Lucario can KO with Bullet Punch. Jirachi needs prior damage as well to KO with Fire Punch. I'd honestly suggest to put Jellicent back on this team due to Heatran and Lucario because it can deal with them easily. Also it's worth noting that Starmie is not K.O.'d by Foul Play without prior damage and always 2HKOs your spread (assuming a Careful/Calm nature) with Life Orb Surf. I realize your team utilizes hazards so this may not matter, but if Starmie and Lucario come in before hazards, or carry Leftovers (Starmie always 2HKOs with SR with Leftovers, without SR there is still a chance) then you're in trouble. However, against other Rapid Spinners, Sableye has an ok chance. Forretress can't do much back, Tentacruel can Scald and get a burn, but not much else (if it's in the rain, it'll be a problem), defensive Cloyster carries Surf so it won't mind the burn and it'll still hurt, offensive Donphan always OHKOs with Earthquake after SR and spikes and even it lacks hazards, Donphan outspeeds Sableye and can finish it off with Ice Shard. Defensive Donphan can still 2HKO. Jellicent can beat most Rapid Spinners fairly easily though, notable these four and Starmie. However, if Hitmontop uses Foresight on the switch to Sableye, it will get off Rapid Spin no problem. You can burn it, but at that point you can't stop it, and it still can do ok damage with Close Combat.

This isn't a bad team by any means, it's interesting. And would be hilarious to watch due to all the flinch hax.
 
Isn't King's Rock banned? Also, why are you running a Calm nature on Hippowdon? That lowers its attack, and Careful is better. Run Jolly and Timid on Jirachi and Togekiss, and move Togekiss's 4 HP to Defense to have an extra Stealth Rock switch in.

I can see this team having quite a problem against Heatran because only Hippowdon and Togekiss (the latter requiring hazards up to 2-3HKO specially defensive Heatran, after Protect while offensive Heatran isn't OHKO'd after hazards damage) can take it out, and Hippowdon, after hazards damage, is 2HKO'd by non LO Timid Fire Blast. Life Orb is always a 2HKO. In fact, Torment Tran, seldom seen, runs all over this team. Jirachi and Togekiss will struggle on the turn Heatran uses Protect, and Hippowdon can't do anything back after Protect. Roserade, Hippowdon Skarmory and Sableye also can't do much back but the latter can taunt it, though it will take quite some damage in the process. Heatran can also get a Flash Fire boost fairly easily against you, and that would destroy pretty much everything on your team, even Hippowdon. Tyranitar could work in its stead since it is a great counter to Heatran, even though the lack of recovery can hurt.

Additionally, this team is fairly weak to hazards. Skarmory doesn't really care, but the rest of your team will. Jirachi and Roserade fall to spikes damage and stealth rock but don't care about Toxic Spikes. Togekiss is weak to Stealth Rock, and Hippowdon and Sableye are crippled by Toxic Spikes, Spikes and SR. This is fairly important since Jirachi and Togekiss will likely switch a lot. I can see Magnezone also giving problems to this team if it catches Jirachi or Togekiss on the wrong move.

Finally, SD Lucario can also run all over this team no problem. Hippowdon, and Skarmory are OHKO'd by +2 Close Combat, Roserade and Togekiss can't take a +2 ExtremeSpeed and the former can't flinch it. Sableye can burn it, but after prior damage, Lucario can KO with Bullet Punch. Jirachi needs prior damage as well to KO with Fire Punch. I'd honestly suggest to put Jellicent back on this team due to Heatran and Lucario because it can deal with them easily. Also it's worth noting that Starmie is not K.O.'d by Foul Play without prior damage and always 2HKOs your spread (assuming a Careful/Calm nature) with Life Orb Surf. I realize your team utilizes hazards so this may not matter, but if Starmie and Lucario come in before hazards, or carry Leftovers (Starmie always 2HKOs with SR with Leftovers, without SR there is still a chance) then you're in trouble. However, against other Rapid Spinners, Sableye has an ok chance. Forretress can't do much back, Tentacruel can Scald and get a burn, but not much else (if it's in the rain, it'll be a problem), defensive Cloyster carries Surf so it won't mind the burn and it'll still hurt, offensive Donphan always OHKOs with Earthquake after SR and spikes and even it lacks hazards, Donphan outspeeds Sableye and can finish it off with Ice Shard. Defensive Donphan can still 2HKO. Jellicent can beat most Rapid Spinners fairly easily though, notable these four and Starmie. However, if Hitmontop uses Foresight on the switch to Sableye, it will get off Rapid Spin no problem. You can burn it, but at that point you can't stop it, and it still can do ok damage with Close Combat.

This isn't a bad team by any means, it's interesting. And would be hilarious to watch due to all the flinch hax.
AFAIK, King's Rock is banned in some forums but is legal for WiFi OU in Pokemon Online as well as Smogon.

I will do the HP change on Togekiss, dont see any reason not to. Thanks :)

I wont change the nature on the Flinchers. I think that is way to overkill tbh. And it would nerf stuff like, for example, Jirachi vs TTar (can 1HKO under SR with that nature, but wouldnt be able to do that with Jolly).

I misstyped the nature on Hippodown. I was using Careful on him but confused the names (I use PO in spanish so I have to translate everything every time I have to post something).

Regular Heatran is not easy to kill, but is not impossible to kill at all. Togekiss can hit for 60.1%-71.2% with Aura Sphere to a non specially defensive Heatran (which usually is 1HKO under SR + 1 layer of Spikes). Also, he can hit for 36.8%-43.5% to the specially defensive one (2HKO under SR). Hippodown can also weak him for the said 1HKO and Roserade can put him to sleep

TormenTran is shit. I can make him completely useless with a single Trick. Also I can try to play arround TormenTran when I see the Protect incoming, or just Taunt him with Sableye and switch into something that can kill him.

I have Roserade. I dont fear Toxic Spike at all. Also, I dont really care about Spikes since I dont really need full HP Jirachi/Togekiss. SR does hurts (specially Togekiss) but tbh is just a 1x1, their hazard for mine, and I can benefit from my hazard a lot aswell.

Also, I dont switch in the Flinchers. I wait until everything is set up, then try to trade one of my pokes, then send the Flincher, then send the other Flincher when the 1st one died. Switch ins makes my boss pokemons extreamly vulnerable.

Skarmory can Whirlwind Magnezone. Jirachi will probably die to Magnezone but will make some damage in the process (unless there is a substitute up) making Togekiss able to 1HKO with Aura Sphere.

Lucario is really hard to beat, but a team with a Flinch strategy will obviously fail to a pokemon that cannot be Flinched. Sleep from Roserade, Will-o-Wisp from Sableye, Eartquake, double SR/Spikes damage by the initial switch in and a Roar/Whirlwind and other stuff like Aura Sphere helps a lot tho.

Starmie will die to the prior damage caused by the hazards she is trying to clear (and Life Orb will finish it up regardless).

I just played vs a team with Foresight Himontop. I switched into the Rapid Spin, then priority Taunted his Foresight. He switched into something else and I got a free Will-o-Wisp there. He got SR + Spike + 2 turns of Sandstorm, and then again SR + Spike + WoW for free.

Jellicent wasnt doing much vs non-RapidSpiners. Sableye seems to be doing fine for now.
 
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